>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
Wild Magic sorcerers seem kind of shitty edition.
If a shrine or church to a god is taken over by a cult of someone else, would that reduce the power of that god in the area?
I'm thinking of having the local temple of Umberlee being taken over by a cult to revive Iakhovas, who would need for the powers of Umberlee to be reduced in the area. Does that make sense?
Speaking from the position of a DM, I will give 2 possible answers depending on how I build a world:
1) Yes, the god's powers are directly proportional to how much territory/worship it receives.
2) A god has a static amount of power as a god, usually set and unchangeable and related to their domain unless augmented by some maguffin etc.
I think they probably just chose FR for initial rollout of DMGuild. If anything, it gives them an excuse to chill on FR content and focus on the others while the community creates FR stuff.
I am looking for input on building my character, specifically whether to multi class and into what.
My character is melee focused but I want them to have access to magic, specifically leaning towards cleric or paladin. However, my original thought was to play as a fighter because they've been a favorite of mine since 3ed.
Also, to further ruin myself I was thinking about doing fighter/2 rogue or something with 2 in rogue and fighter for Expertise, Cunning Action, and Combat Surge, but still wanting holy magic.
Help me /tg/ I'm hopelessly wanting to do too much in one character.
Common wisdom on this is you want to go ek/wizard (both int based casting)
I feel like EK is okay or dare I say pretty good but you're going to be casting shield and blur for most of your career as an EK.
What kind of fighter/caster mix are you trying to do?
If you still want to be melee as your primary damage then eldritch keeps you on the extra attack train. Also gives access to some utility & damage spells like a wizard-lite.
If you're wanting to be a spell blade, as in a guy who can sit on the front line and sword and board while also shooting fireballs, then go sorcerer. HOWEVER if you do that you'll need a ton of sorcerer levels before you get any spells that make up for not attacking 3 times a turn, and your health won't be as good d6 hit die sucks.
I'd add something else tangible to help drive it home. Like maybe the cult has strung up a bunch of enchanted dragon kites that are keeping the air too calm for her to manifest storms, or maybe they're freezing the water so people can't offer her proper sacrifices, either way allowing them to explore the sea unmolested.
Okay I'll just paste it here.
Spaghetti was taken in by an ancient silver dragon named Bulwark. Kooskoos was not the only child taken in by Bulwark. This dragon scoured the world finding orphans of all kinds and bringing them to his fortress in the sky. He raised them as his own and they all loved him. Bulwark is kind beyond measure and never refused a child. His adopted children measured in the hundreds. From intelligent humanoids to forest critters. He has a twisted sense of humor as The Great Silver Shield named all of his adopted children after foreign foods.
One day a portal to hell opened in Bulwarks floating fortress and a legion of demons flooded through. He was able to defend against this incursion with the help of powerful blessings from his god Bahaumat but was only able to destroy the demons physical bodies. In the end, Bulwark used his own body as a cage for the demonic horde. He allowed the demons to enter his body in order to keep them from doing the same to his children.
Before the horde of demons could take control of Bulwark completely, he sent his children away and sealed himself behind a powerful wall of force. Spaghetti hid while all her siblings departed. She did not want to leave her adopted father at the mercy of these evil beasts. After everyone had left, she made her way to her father. Sadly what she found was not The Great Silver Shield. It was an evil, malicious twisted creature. Having no way to help her father directly, Spaghetti made a pact with this legion of demons that now resides in Bulwarks body. In exchange for her help, they would release their grip on Bulwarks soul and give her a fraction of their infernal power.
Spaghetti now travels the world searching for her adopted siblings and a way to save her father from Legion.
That makes sense.
I'm starting a one-shot adventure for my friends that involves Umberlee, and I want some background stuff going on like that. I've read that having an ultimate final battle planned makes for better campaign building, and if we decide to turn it into a campaign I want somewhere to go.
Fighting a Scion of one of Umberlee's oldest enemies seems appropriate for a final battle. Or maybe even just a weak version of Iakhovas.
What are you aiming for with this? What do you intend to do with the majority of your turns? What sort of spells are you looking for?
Depending on your intention, you could go for anything from a Dex/Int Eldritch Knight/Bladesinger, to a Str/Cha Battle Master/Dragon Sorcerer, to a Dex/Cha Fighter/Warlock which uses Agonizing Blast with Close Quarters Shooter, to a fucking Monk/Druid if you wanted to.
Honestly if I was your DM, I'd just ask you to come up with a different silly naming convention for the dragon's adopted kids and call it good. Rescuing a dragon taken over by Legion who also happens to be your character's adopted father sounds like an adventure hook and a half that could definitely turn into its own campaign.
I mean....I feel like why someone might hate it right off the bat is because of the funny names. The last part, about how Spaghetti gets their powers seemed a bit off but otherwise it seemed fine.
As a DM I'd love the character arc of having adopted siblings to throw into my game world and really pull on the PCs.
about the Arcane trickster:
I got really hyped about making one, but now I'm sitting here unable to decide jack about the spells/cantrips I'll get once I hit level 3 (which will be in the next two sessions, hopefully)
In addition, is AT or a different Rogue archetype better for low level play?
The DM is really sparse with giving experience outside combat, im fairly certain I wont make it to a high level with this character.
Oh I see, that's a good idea!
Perhaps they've expanded the temple and some of the iconography is a little... Off. Oh, and maybe I could turn it into a one-shot where the adventurers have to be at a fund-raising event for [some reason] and it turns out it's a fund raiser for the cult that's taken over Umberlee's temple.
Most people would have stopped there
>One day a portal to hell opened
A bit random but okay
>Spaghetti made a pact with this legion of demons that now resides in
>In exchange for her help, they would release their grip on Bulwarks soul and give her a fraction of their infernal power
why would they do this
Other then that it's not the worst backstory ever.
>portal to hell
>demons came out
I brought up this idea yesterday: Previous Adventurers, things your character did to get them from 1st level to whatever level the campaign starts at.
What does 5eG think so far? Any suggestions?
Half of that revolves around another character from your own. Beyond that, the most I can glean is that she loves her adopted father, and she makes a note to negotiate infernal power from demons even when emotionally upset about the loss of her father.
For the scope of events that occurred in that story, we know almost nothing about how your character acts or feels or interacts with the world. How does she feel about her siblings, who she was raised alongside but abandoned her father in his time of need? How does she feel about her former parents, who seem to have abandoned her when she was young, maybe? Does she ever wonder what caused demons to spontaneously materialize in the middle of her fucking home?
Also, why the fuck is she called Spaghetti. Is this supposed to be the set-up for an elaborate pun?
I started my char at level 3 paladin and proceeded to take a few levels into fighter as my character progressed. It's been pretty nice having access to magic, but also being able to crit at 19.
Why do you apply dexterity modifiers to damage rolls?
The only things that even make sense is strength for melee and bow damage rolls, and adding your constitution modifier to blowgun damage. You can't make a crossbow bolt fly faster by shooting more "dextrously".
Reposting from the last thread.
How would I go about starting a small mercenary faction/stronghold ala Band of the Hawk or Militaires sans Frontieres?
Pic vaguely related.
"Well, it's not like we're offering the recipe, and in fact we'll totally kill you and your family unto the third generation if you try and find it out.
"BUT the temple's a little low on funds right now..."
Dexterity is hand-eye coordination, so it could be said that you're better at hitting weak points in armor and thus dealing more damage.
It could also be said to be a balancing factor to ensure that DEX-based fighters are just as good as STR-based fighters.
I'm pretty sure the reason the guild is FR only is because Wizards doesn't want to deal with lore contradictions when they publish other settings.
Which is to say, they don't have the balls to just take a stand and say "we reserve the right to label anything you put out through the guild as contradictory."
Is Sigil supposed to be a hollow ring where the city is inside and looking up you see more city or is it a solid ring where if you look up you see the sky the spire and past that the other side of the city?
>adding your constitution modifier to blowgun damage
Explosive muscular motion, even with the diaphragm, falls under Strength, not Constitution, which governs endurance for prolonged strenuous activity.
>You can't make a crossbow bolt fly faster by shooting more "dextrously".
No, but you can stab at joints and other weakspots with a dagger and any other finesse weapon. The same principle applies to ranged weapons, for which Strength only factors so much into the damage it deals through armor.
He's saying that your ability with a blowgun is proportional to your ability to put breath through it.
He's a lot like the "bows should be an str weapon because muh draw weight:" not wrong, just an asshole.
According to the old rules from previous editions, deities can see events within a certain radius of their places of worship, so a deity who recently lost a temple in the area would be fighting blind, so to speak.
AT probably is best at low levels or very high levels.
Mage hand let's them disarm traps with low risk of getting their hand caught or whatever.
The spells they learn are pretty utilitarian.
Mid levels they lag a bit, and I'm not really a fan of their class abilities outside of expanded Mage hand.
But they're good. Probably abstractly the best rogue archetype but the rogue class is so good and has so many good archetypes that it's hard to say. Magic just expands what they can do a lot, though it's a team game and the rogues the one who's going to get greased up anyway for whatever dumb heist the pcs have to pull off.
Low levels I think the immediacy of getting a bunch of spells really expands the class.
I'm currently playing a thief and our low level archetype abilities kind of suck. Climbing and jumping is useful, but really only as useful as I can make it for the whole party so idk.
I wouldn't bother with any damaging spells except maybe shocking grasp to escape but even then idk.
Fireball when you hit twelve or whatever could be useful too but you said you doubt you'll make it to that point.
One more thing.
Provided your party has casters, you want to take spells they wouldn't otherwise take. Just take situational stuff so you can continue being the party multi tool and let the casters focus on the flashy stuff. That's the beauty of it, you become the auxiliary spell list for all things rogue like, you don't become the second wizard.
Well you could if you want but this being a team game idk that you'll need that.
AT is good at low levels and drops off fairly quickly. Thief is best at high levels but sucks at low and medium levels. Assassins and swashbucklers are okay throughout, and masterminds are okay but situational.
For AT spells, Minor Illusion is fun for conjuring things to hide behind (or inside, if you're Small sized.) GFB works fine for rogues because they don't get multiple attacks anyway. You want to avoid too many spells that involve attack rolls or save DCs because you don't want to suffer too much from MAD. That's why Sleep and Magic Missile are good, and illusion spells that only require checks to disbelieve if someone is actively inspecting them can be good. Shield can be good, but it burns through your spell slots pretty quickly.
Have any of you tried or seen a halfling or gnome ranger with a mastiff companion/mount? I'm thinking of trying it out, but I'm wondering whether to take STR or DEX. Basically dual wielding or ranged. Since I'd be on the mastiff, I would assume STR, but I dunno...
>I wouldn't bother with any damaging spells except maybe shocking grasp to escape but even then idk.
Not even Booming Blade or Greenflame Blade?
>I'm currently playing a thief and our low level archetype abilities kind of suck.
They do, but have you tried asking your DM if you can Use an Object with caltrops, ball bearings, hunting traps, acid or alchemist's fire using your bonus action? Caltrops, ball bearings and hunting traps basically let you perform minor control. And if you actually get to chuck acid or alchemist's fire, take Tavern Brawler and shit out damage forever until your DM starts regretting and takes back his words.
You'd be better off not being a ranger. For real, you could just be a fighter and buy a mastiff, and then it would be able to use all of its attacks the same turn as you. Or be a paladin and summon an amazing celestial riding dog from Celestia. Because
all riding dogs go to heaven.
>Have any of you tried or seen a halfling or gnome ranger with a mastiff companion/mount?
No, never seen anybody try that before
Literally one of the most common combos for mounted combat.
Beastmaster rangers are generally pretty suboptimal, and I'd advise against playing one.
That said, between the two, I'd suggest you go for Dex, in case your DM rules that your mastiff needs to have enough strength to carry you and your equipment, in case you manage to get a flying companion later down the line should your dog die, and because halflings already get a bonus to Dex anyway.
A place that sells dogs is completely different then a place that sells dogs bred and trained for riding.
Especially when they could just breed horses that can be used by everyone instead of dogs that can only be used by halflings and gnomes, which are out of the common races usually the rarest.
If you went out into the woods and tamed one, it WOULD be free. And it would certainly be doable if your character lives in a setting with, you know, woods.
I was merely suggesting this as an alternative to purchasing a trained war dog, because sticking yourself into a disadvantageous class choice simply because you want a mount seems rather disingenuous to me.
Why not simply play a Paladin and use Find Steed instead?
>don't just be a copy of another class
>party has a sorcerer and a cleric
>pyromaniac and a healslut respectively
pretty sure I'm good on that aspect, with only being able to take enchantments and illusions.
Thanks for the advice though.
I did kinda tell that most rogues suffer through mid level stuff, good to know it's not just me thinking that.
Thanks for the help, especially about spell choice.
I was thinking of the only damaging spell I choose to be a cantrip, something between poison spray, fire bolt, or acid splash. any one in particular better than the other two?
But horses can't be used by everyone. Smaller races exist, and just like the party halfling was able to find halfling-sized clothes in this world, he should also be able to find a halfling-sized mount in cities large enough to respond to the market demand for them. And anyway, a dog that's already well-trained can probably be taught to carry a rider by someone proficient in animal handling without too much trouble.
Seriously, of all the equipment in the PHB to houserule as unavailable, you're going to ban dogs?
Greenflame Blade. You hit a guy with a sword and some other guy gets hurt a little.
Do not take Poison Spray. Every monster and its mother is immune or resistant to poison. Acid Splash might be desirable in certain very specific situations (against trolls or swarms of tiny enemies,) but honestly an arcane trickster doesn't need damage cantrips.
If you're a Rogue, you're not going to be wanting to use the usual damage cantrips, because you can't Sneak Attack on those. Use a crossbow - your Dex should be high enough.
Take either Booming Blade or Greenflame Blade from the SCAG if you're planning to be in melee - especially if you're not dipping into another class for Extra Attack.
Wild sorcs ARE kind of shitty. "When the DM Feels Like It" is an awful trigger for a player ability, both for the player and the DM who surely has more to think about. Then there's the chance for the Level 1 Fireball TPK.
It's just not as fun as it sounds, in my experience.
It's not disingenuous. I didn't really flesh out the character I was envisioning in my post. The mastiff would be more than a mount. He would be his faithful friend and battle-mate, fighting the hoards of filthy Gnoll abominations.
What's your current plot, 5eg?
My party is currently chasing down a mercenary who stole the (supposed) recipe for the Philosopher's Stone, but we think the alchemist who sent us after it is lying. The dwarf is insisting that if we find it, he gets to use it to brew the "mead of philosophy".
>But horses can't be used by everyone
What playable race can't use horses?
>just like the party halfling was able to find halfling-sized clothes in this world
Yes, and child sized clothes exist in our world too. Making smaller clothes is much easier then training an animal to be a combat mount.
>Seriously, of all the equipment in the PHB to houserule as unavailable, you're going to ban dogs?
I never said that, I'm just saying finding a place that sells riding dogs would be extremely difficult unless in some large capitol city or place where the majority of people are small.
Do as you wish, I suppose. We're just trying to give you alternatives to one of the only suboptimal class choices in the book, but it's fine as long as you're having fun.
Though, I'd just like to point out:
>You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
>Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
>Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit.
Paladins get this as a 2nd level spell.
>both from scag
oh, I haven't read that yet, forgot it's in the OP already.
I don't think my DM has either, the FLGS we play at is kind of sparce, being in the middle of nowhere.
Also right, forgot about no sneak attack on spells. I need to get my hands on a crossbow I guess.
like >>44794509 said, wild sorcs are-shitty
I now have had two dm's that both trigger it almost -every- time a Wild magic sorcerer cast a spell
Well, you could also grab it as a Bard, but that's besides the point.
Simply remember that, just because someone's lived out in the wild for a while doesn't mean they're necessarily a ranger. Rangers explicitly specialize in navigating certain types of terrain and hunting certain types of game.
Someone who's simply experienced with jungle survival or who was raised in a nomadic tribe could easily be a character with the Outlander background. And something you spend your starting gold on could be something you inherited, or crafted yourself, instead of something you explicitly bought with gold.
The thing that upsets me is how shitty it is compared to the dragonblood origin. Like you gain a bunch of armor, a bunch of utility, and you get cool dragon stuff versus "oh random stuff happens rarely and a lot of it hurts you." Most of the effects are just boring too! Oh? I grew two inches? Sweet? Oh, it smells like chocolate now? Uh, OK.
The problem for me is that I'm trying to teach my boyfriend how to play and he is insisting on playing a Wild Magic Sorcerer. I've tried to explain to him that it's really garbage. But he is insisting. So I'm in this shitty position.
My ratio of terrible yugioh dub style brooklyn accent and character seediness is 1:1.
Are you DMing? Pitch encounters towards his optimization level. Are you playing? Sit down and build your characters together, and try to set things up so he gets to be awesome.
Don't be too upset if your characters get blown up. The important thing is you and him have fun.
Is this the same guy that wanted to play solo to get a feel for the game first?
Ask him what his reason for wanting to play that archetype is. If he wants to just because "lolrandom" then tell him to play one of the other types and when he rolls a 1 or 20 he can roll on the table or something similar to that.
> now have had two dm's that both trigger it almost -every- time a Wild magic sorcerer cast a spell
I'm in the opposite boat. I'm level 3 and my DM had me roll once, and I didn't roll a 1 so nothing happened. So basically it's like my origin doesn't exist at all.
I've discovered that Eldritch Knight/Warlock can be pretty cool, since the warlock's pact spell slots adds on top of the multiclassing spell slot list, and the spells that can be used in that slot can be non-warlock if you multi-class, so that allows for a lot more spell spamming from the EK. only thing you need to keep in mind is that you should take spells that don't require saves for the warlock (such as hex, beautiful spell that one), assuming you're just dipping into warlock for three levels or so, and as such don't have an amazing charisma.
oh, no. you misunderstood me.
it's worse than that.
The both dms ignore the rolling on a D20 and needing a one.
it's straight up
"roll on the wild magic table"
the sorc is somehow ok with this.
I stay as far away from the sorcerer as much as humanly possible while remaining in range of being able to help/be helped if something springs up.
I'm DMing. My problem is that if he has a wild thing happen, it either hurts him, is broken as fuck, or has no "real" effect. None of those options seem particularly appealing. Like why, under any circumstances, would I allow him to fireball himself? Oh, you rolled 19 or whatever so you all die.
And the rate at which it triggers seems strange. If it happens too often then it loses its charm. If it doesn't happen enough then why even bother with it?
He's doing a solo campaign and also playing a game with two of our mutual friends. He really likes playing but fucking HATES the bookkeeping aspect of the game. So when I was helping him make his character, he just picked wild Magic arbitrarily and is sticking with it because now he's made up his mind.
You should probably explain to them that unless he just became a sorc right before you started the campaign, there is no way he could have survived this long without getting hit by fireball.
>since the warlock's pact spell slots adds on top of the multiclassing spell slot list
This isn't the case, but the rest of your points are at least somewhat valid.
I don't see dipping into Warlock purely for the spell slots as that worthwhile, though. You're basically throwing away 3 levels you could have been using to advance your Fighter progression. Why not have Fighter as the dip for utility spells to cast from the Wizard list while spamming Eldritch Blasts instead?
I generally dislike the draconic origin for anyone except a dragonborn sorc, but storm sorc is an option. Wild Magic is pretty meh, sure, but they're still sorcs, so they still get access to twinned haste which is always ridiculous. Let him go wild magic, it's not like he's going beastmaster or anything.
>He really likes playing but fucking HATES the bookkeeping
>he just picked wild Magic arbitrarily
What are the chances he would even notice if you wrote down another archetype and told him "this is wild magic sorcerer, here you go!".
I'm pretty decent with accents, and I like languages so I always try to give accents to my NPCs. I actually have a list of languages/accents that I use for each of the common D&D languages:
- Abyssal: Tolkienesque black speech.
- Aquan: Hawaiian
- Auran: Basque
- Celestial: Hindi
- Common: American English
- Draconic: Sumerian
- Druidic: Irish Gaelic
- Dwarven: Icelandic
- Elven: Sindarin
- Genie: Arabic
- Giant: German
- Goblin: Spanish (Latin American for goblins and bugbears; Castillian/Old World Spanish for hobgoblins)
- Gnoll: Hyena and dog barking sounds
- Gnome: Dutch
- Halfling; Esperanto, usually with a French accent.
- Ignan: Japanese
- Infernal: Latin (Church Latin rather than proper pronunciation)
- Orc: Klingon
- Sphinx: Ancient Egyptian
- Sylvan: Welsh
- Terran: Greek
- Undercommon: Lovecraftian Cthulhu-speak
If it's a solo campaign, and he's the only player, go ahead and fudge dice rolls. Create effects which are narratively entertaining. Inadvertently one-shot major enemies. Fireball allies by mistake to force character development. Accidentally send mountains into orbit, only to come crashing down later at a dramatic moment, thus saving the day.
You're in control. Make his character fun for him to play.
For the group game, though, sit down with him and tell him to try not to fuck shit up for everyone, because everyone else is there to have fun just as much as he is.
you can cast confusion or fireball centered on yourself, turn into a potted plant, gain vunerability to piercing dmage, deal 1d10 necrotic damge to everything within 30 feet of you, turn into a sheep, become unable to speak, and a bunch of other bad effects.
really the most dangerous thing is fireball, but that's a 100% TPK if i'm only level 2 and they're level 1. I mean, maybe the barbarian will survive if the spell get's rolled badly enough.
we're level 1-2.
he basically just started being a sorcerer, yes.
Same way a Druid learns to wild shape; observe the accent, and mimic it.
If you think you sound unconvincing, just remember, if the accent isn't noticeably bad, you're doing it wrong.
Yeah. I guess I can just have him roll the wild Magic die and I roll the effects die. I can fudge it if it would likely result in a tpk.
Where is the info for storm sorcerers?
Ahh right, I forgot about the shittier spell-on-self effects.
I've personally toyed with the idea that the more negative the effect the extra bonus you get to the spell that caused it (or some such).
>we're level 1-2.
>he basically just started being a sorcerer, yes.
So he woke up one day with magic powers and ran off to join an adventuring party?
Being a level 1 character doesn't mean you just gained your abilities it just means you haven't killed enough stuff/ done enoug to get to level 2.
A lvl 1 fighter may have been a town guard for 15 years. A lvl 1 wizard may have studied magic for decades before venturing off to put it to practical use.
Storm Sorcerer was originally printed in an Unearthed Arcana article, and then finalized in the Sword Coast Adventurer's Guide. I really like it, but speaking strictly power wise, the draconic origin is almost certainly stronger.
I'm not worried about powerlevel. I just don't want my boyfriend blowing himself up at random. I'll look it up. The SCAG is appropriate anyways since the adventure will be in Baldur's Gate.
So, OotA npc train... I've already gotten the gambling deep gnome and surely orc killed in the first session during our escape.
Who should go next? I'm bros with the Quaggoth that thinks he's an elf, but I could give a fuck less about the rest of them (they take up a valuable Goodberry I could be saving to heal in a pinch).
I can't recall his exact backstory, but still yes.
he basically had a cross world teleport as coming into his powers or something.
so, becoming an adventurer, he really doesn't have a choice in the matter.
I like the thieves world type gods.
>living in their own paradise
>don't need worshipping
>however have no direct link to world
>uses followers to see what's happening
>if forgotten , they just forget about the world and waste their time in their heaven
Their following is their "link", to the world.
They don't need it.
You're right, I didn't realize that the warlock was omitted from affecting the multiclass spell slot table.
This makes the combo a hell of a lot less potent than when I initially thought of this,
Thanks a ton for pointing it out though, wouldn't have caught that otherwise.
Are you trying to kill these NPCs on purpose? Do you have a reason for that?
Either way the most expendable one next would be the dwarf as the rest have interesting twists later on.
also Jimjar "dead" LOL
You can take tavern brawler for a d4 unarmed strike. It doesn't improve.
You theoretically don't have to use Dex for martial arts damage progression, but you're using Dex for everything else, so...
Problem is that Martial Arts requires you to be unarmored, so not having Dex AND Wis in addition to the Str he wants will hurt his AC. Additionally, dipping into another class will hurt his Ki and damage die progressions.
Guys i wanna make a sith lord inspired character(evil party).
I was thinking of going some kind of bladesinger/EK comb, so i can be able to slash shit and then go full "UNLIMITED POWAH" on my enemies asses.
Any suggestions or ideas?
Going to multiclass Undying light warlock with GFB.
Looking for a monk build.
Also variant human so looking what extra feat i should pick.
Does the damage boost apply to the fire spells of the wot4e monk?
Okay. Bear in mind that you can't get bonus action attacks from Monk after Greenflame Blade because you're not using the Attack action.
Standard Way of Shadows Monk with 2 level dip for Devil's Sight.
Elemental Adept (Fire), Resilient (Wisdom) or Mobile.
Yes, but only if it's specifically stated to be a spell. For instance, it would not apply to Fangs of the Fire Snake.
This is just another "how do I gish" post. To reiterate, there are like seven different options for building gishes, and some of them are even not that bad. But the problem you run into with all of them is that you're going for breadth at the expense of depth. That is, you're giving yourself somewhat redundant options rather than taking one option and making it better. EKs can sling spells, but not as well as they swing swords. Bladesingers can swing swords, but nowhere near as well as they sling spells. And some kind of multiclass that does both with exactly equal strength will be weaker than a specialist in either.
Honestly, just worry about the roleplaying aspect and play whatever. You could be an oathbreaker paladin or a death cleric dedicated to the ideal of passion and anger and it'd work just fine.
as a GM do you ever run an oldschool module and secretly hope the players don't run into a particular room because it's insanely deadly?
for me it's
K84 Ravenloft, the Catacombs with 15 (FIFTEEN) fucking wights. I'm lowering their HP but as a CR of 3, 15 kind of feels overwhelming
GMs, how do you handle random encounters?
I've had a GM who would ask players to pick high or low, then roll a d100. If they guessed right, they went unmolested, if they guessed wrong, they dealt with some baddies; if they guessed wrong and the d100 was on doubles, something strange would happen. Things to the tune of cats being chased by dogs, drunks stumbling into the party, that sort of thing.
Are there better ways of handling this? Where do you get inspiration for your random encounters that go beyond "goblins appear, roll initiative."
I'm doing my first DM, Princes of the Apocalypse, and I have, so far, ran it as the book suggests: 1d20, on an 18 or above, roll on the random encounter table. I did that and my party has gone six days without a random encounter, and I think that's kinda bland. I'm gonna think of some way to adjust it...maybe lower the threshold after every miss.
I like to base random encounters on how shitty the party leader's Survival check is.
And even if you don't want to fudge the random encounter rolls, you could have them encounter something benign instead of nothing at all. Could be some friendly locals, some weird wildlife that does not try to attack and eat them, or a scenic vista or magical location.
I'm not disagreeing with (also I'm not who you responded to) but I think this position is a little over uh weighed online.
9/10 of the time you don't want to cast spells or need to cast spells, and being capable (2 attacks) to just hit someone for some damage and keep up one enchantment for a combat is good enough.
It might be because my party has no real casters (moon Druid and a paladin that's it), but in my experience it's good to have spells for specific instances, and cantrips are amazingly useful for utility, but just a caster getting two attacks and this being able to save spells a bit more for specific instances is a god send.
I agree with everything you wrote just want to throw that out there. Breadth for Gish characters also amounts to increased capacity to save spells for the right moment, which can be its own form of depth.
Last campaign with the same people I was a paladin cleric and I had so many tricks up my sleeve that it was really nice just to lean on guidance 9/10ths of the time and just save slots for clutch smites, bless, or healing.
I got him killed. As in, we were cleaning a hallway and I bet him the gold coin he gave me that he wouldn't fuck with one of the spiders while the guards watched.
I pocketed enough material components to cast silence on myself in the ensuing chaos and snuck away to later spring the rest of everyone else. Singlehandedly.
We found Jimjar's body strung up in a web with half his face melted off as we made our escape. I left him the gold coin. I only wish that I had another for the ferryman.
Kind of sad about it in character. Out of character I needed a destraction. Meh.
Orc killed himself rushing the high priestess when i pointed her out to him. One less mouth to feed I guess.
>Out of character I needed a destraction. Meh.
Ront is the most boring prisoner in OOTA and it might even turn out more interesting later now that Jimjar is gone. Eldath and Shusharr are the only other ones that don't really have any wacky traits that pop up later so if you need to be a dick and let others die so you can escape choose them.
our dm is doing i think kind of a mix of hotdq and pota, so our campaign has us in greenest right now and we are in the forgotten realms, but thats pretty... not important to the plot? i mean it could be anywhere, it just happens to be there. i don't think anyone in my party even knows anything about fr, i don't.
i will play 5th for the first time soon, only played a bit of ad&d before. Probly level 1 for the whole campaign.
I was thinking of rolling a human sorcerer fluffed as a guy who fancies himself an herbalist/alchemist. He has latent powers but mistakenly thinks that mixing shit together is causing the effects. I want to have other players not be sure of my character crunchwise, and get into binds where i can say, quick, toss me that pebble, no! The brownish one, yes that looks to have a bit of iron in it, now if i mix it with this old grass....then some magic comes out.
Thoughts? Any ideas of where to take this? So far im generally thinking dr farnsworth crossed with the some of the more eccentric skyrim wizards for voice/mannerisms
>I was thinking of rolling a human sorcerer fluffed as a guy who fancies himself an herbalist/alchemist. He has latent powers but mistakenly thinks that mixing shit together is causing the effects.
I have never seen a character with "misunderstands the source of his power" as a concept that I didn't hate. Note, however, that the idea of a herbalist/alchemy centric sorcerer on its own does sound cool.
>I want to have other players not be sure of my character crunchwise,
>and get into binds where i can say, quick, toss me that pebble, no! The brownish one, yes that looks to have a bit of iron in it, now if i mix it with this old grass....then some magic comes out.
With the above statements in mind, here is how I would rewrite this concept, if it was me:
>Human sorcerer, hermit used to living off the land, worships or venerates nature, that sort of thing
>insists on using painfully specific combinations of natural objects (plants, pebbles, whatever) as magical foci
>everyone knows it's completely unnecessary but needs to go along with it if they want any magic
What class feature could possibly let you do that if you aren't playing monk? The class that solves this dilemma all by itself, though being a strength monk would be a very MAD build.
You would be a character fighting unarmed (in the literal sense of the word, with no weapons). Which is all the original poster said that they wanted.
I don't know, he would have to think some pretty weird shit if he didn't believe it was him doing the actual magic. Namely, if its just gathering ingredients, why can't he be casting spells forever?(like, iron pebble with old grass= burning hands, but why can he only do that 4 times in a 24 hour period? etc).
Seems like it would fall apart as a concept after like literally the first adventuring day.
I'm not saying that he believes he isn't magical, on the contrary, I'm saying that's the part I don't like.
Instead, what I do like, is the idea of a sorcerer who insists upon using natural ingredients as spell components, despite being capable- yet unwilling- of casting the spell normally.
Not that he believes the magic comes out of the natural items, simply that he insists upon using them.
You can still have "we're not that strong yet/we're new to adventuring" campaigns that are permanent level five or six. Level one is... It's not as interesting. Too easy to die accidentally and way fewer options for gameplay.
Also the enemy pool is really small at that level.
lel, I never thought of imposing a dumb character trait to spellcasting etc like that before.
>wizard hates the color blue
>won't cast any spell that has a blue visual or material component
It's the perfect part of his disguise. No one questions people who go to adventurers for help. His only other realistic options offer far too great a chance of revealing his deception...
...and his disguise has a far greater purpose than just avoiding the anti-paladin.
Classic misdirection, I would guess. Especially if the demon is more powerful than the party, having them cause a ruckus and stir shit up might let him go sneak in and steal the Anti-Paladins Shard of Darkness so he can gain control of his Deadites or whatever.
Because meme characters always end up being boring.
Hey! DM wants to do an arctic vampire campaign, so we're trying to do an all paladin party with 5 people. I'm aware of Oath of Ancients, Oath of Vengeance, Oath of Devotion, Oath of the Crown, and Oathbreaker which is only for NPCs. Am I missing any that aren't third party? I'm thinking there's also Eldritch Knight as a paladin of a god of magic, and Cleric as paladin of a god of spell slots.
My arcane trickster just hit level 7, what 2nd level spells should I learn?
If it's relevant, I've got 16 INT on this character, and the spells I've already got are Mage Hand, Minor Illusion, Friends, Green Flame Blade, Charm Person, Disguise Self, Sleep, and Find Familiar.
I can't imagine what that would be though. What could they have that the demon doesn't?
Do you think it's a good idea to eventually reveal the old man's identity to the players? How would you pull it off without it seeming forced?
Can't really do 3rd party, but thanks. We're all level 1, so multiclassing ain't really happening, but I guess we'll add battlemaster or champion with that spell novice feat (Can't remember the name)
>Between the martial pursuits of a warrior, and the long-forgotten secrets of blood magic, lies a sect of hunters that sacrifice their own vitality and humanity to protect the realms. Through the tutelage of hidden orders, Blood Hunters learn to give their essence to harness the elements within their weapon, manipulate the lifeblood of others through blood curses, and allow themselves to become a part of what they hunt.
>Take the Order of the Ghostslayer, Blood Hunters honed to destroy the undead and all things that mock life. You could instead join the Order of the Profane Soul and make a pact with lesser evils to use wicked magic against the greater terrors that roam the land. You could even walk with the Order of the Mutant to harvest and imbibe the toxic remains of your quarry to mutate your body in powerful, yet dangerous, ways. This choice is yours while you traverse the path of the Blood Hunter.
The shit made by a guy who is part of a popular podcast and got press for making stuff for Vin Diesel is the most popular on a site Wizards is pushing everywhere? Who would have thought.
So I want to make a rogue archetype with "combat tricks" of some sort. Instead of some finite resource, I want to have it instead reduce your sneak attack damage if you choose to use it.
Is this a dumb idea?
Alright, actual thoughts:
Genies are notoriously jealous of their powers. It makes little sense that one would ever willingly empower a mortal being: in so doing, they make a potential rival out of a potential servant.
Thematically, I think genies would fit better as a Warlock pact. What with everyone talking about the potential for overlap/redundancy between DragonSorc and Genie Sorc, this could fill a currently unfilled niche.
To elaborate. I don't really see the purpose of having the distinction between them. Especially with yugoloths now being entirely out of place, and alignments hardly mattering in 5e. I'd rather they all just be fiends and be done with it, so you can mix and match at your leisure.
haha its okay.
i think gunslinger fits ok as a fighter archetype to the extent that it fits at all into 5e, as fighter is the very general combat man class.
i probably would of tried porting it to ranger to give rangers SOMETHING but even that only sort of makes sense.
I asked because i'm curious if others do the same, not using the assumed setting but instead as a toolkit for your own setting?
It's also why I don't like the direction they're taking the DMGuild. Things have to be written for Forgotten Realms, fuck Forgotten Realms it's bland and shit.
>the mechanics expressed by the ranger aren't unique or inspired within the context of the core mechanical ideas of the other classes
Is that sufficient, or do I need to spell it out even simpler for your tiny, shitposting brain to understand it?
Poorly executed isn't the same as conceptually useless, Anon. If more DMs bothered to enforce rules pertaining to supplies and exploration, you'd kind of need at least one Ranger unless you never wanted to journey far from town.
But you're more interested in calling people shitposting retards than having a conversation, so: you win. Stroke one out; you've earned it.
Are there really, though? His archenemy is Loviatar, he only takes pain so that others do no suffer, not because he enjoys it. After all, you can't be a martyr by eating the greens at the table just because noone else likes them but you.
>Hm, these fetishist want to worship me?
>Alright, let me fix the problem in their brains and...there. What, they don't like the pain all of a sudden and don't want to worship me any more? What a bunch of heathens
Being a good god is a good thing.
I think durable is okay, tough is always pretty much worse than +2 con. Because con helps with your saves, concentration, holding your breath, etc etc, and +2 hp is just... 1 hp more.
I mean it won't hurt, 8 hp at level 4 is nothing to sneeze at, but personally I'd just hit 20 con first.
Maybe after that, if you''re say for some reason only increasing constitution and not your attack stat or casting stat (rolled really well? just love HP?) it would be worth taking, but even then its probably better to get a different feat.
Single feat might be okay, or ironically too much...
>+2 hp is just... 1 hp more.
Given that you also recalculate your HP max on a per-hit dice basis every time your con mod changes, Tough could potentially be even worse than +2 con at higher levels.
>Masochists not worshiping the goddess of handing out pain left and right
>Tons of self-flagellation and immolation for her clerics themselves
>The world is filled with pain and torment, and the best that one can do is to suffer those blows that cannot be avoided and deal as much pain back to those who offend. Kindnesses are the best companions to hurts, and increase the intensity of suffering. Let mercy of sudden abstinence from causing pain and of providing unlooked-for healing come over you seldom, but at whim, so as to make folk hope and increase the Mystery of Loviatar's Mercy. Unswerving cruelty will turn all folk against you. Act alluring, and give pain and torment to those who enjoy it as well as to those who deserve it most or would be most hurt by it. The lash, fire, and cold are the three pains that never fail the devout. Spread Loviatar's teachings whenever punishment is meted out. Pain tests all, but gives strength of spirit and true pleasure to the hardy and the true. There is no true punishment if the punisher knows no discipline. Wherever a whip is, there is Loviatar. Fear her — and yet long for her.
I've seen dry erase maps and I've seen printed out maps. Dry erase seems to work best but it does take a fair bit of time to draw them if you don't predraw them. However it's hard to lay out printed maps properly and keep them flat.
Why do you think this I totally disagree.
Durable gives +1 con so it's good on odd con scores, lets you heal more which if your party is like mine is a god send because we a) don't take that many rests and b) normally get into trouble and end up on the wrong side of the pointy thing.
More HP is again great but constitution gives so many extra benefits that having an odd con and taking durable gives you the best of all worlds.
Whereas toughness is kind of like you traded in an awesome ability or bumping your main stat to get some hit points. It's not horrible but it's a tough sell.
You add your Con mod to each roll of a Hit Die when spending it, healing from short rests is already easy enough. If you have an odd Con score take Resilient Con or increase two scores by 1.
Durable is worthless in the face of many many many better feats or a simple ASI
Not him, but I want us to think about this for a moment. Why would you have an odd con? If you rolled your stats and just ended up with it, that's well and fine, but in point buy if you end up with odd con it's only because you planned to bring it up at some point, and the only reason I can think that you'd point buy into odd con is if you planned to take the resilient (con) feat at some point. Durable seems like the kind of feat you want to take if your DM is a complete asshole.
I wasn't really looking for a list of gishes, but it's still really appreciated. All of those are super far from paladin flavor-wise and mechanically, in the table's opinion. Ranger less so but still significantly. Looks like one of us has to suck it up and play Oath of Crown, and someone else will do cleric. Thanks, though
With point buy you are correct, and what kind of monster doesn't use point buy. But what if you had extra points, were a class with proficiency in con saves, and were a front liner. I think I'd take durable over toughness. Still like I said I'd just bump strength or something instead though. And get great weapon master eventually before durable.
I can buy that line of thinking
Is cleric the best option for healing then? I just want to White Mage and be the group strategist.
>Be front liner
>Want proficiency in con saves
It'd be really, really freaking hard to come up with a reason not to dip 1 level in Fighter as your first level. Oh no, I DON'T want this Second Wind ability, no sir. Nevermind if you happen to take a second level, which would be TOTALLY WORTH IT.
If I turned myself into a wolf, and I have a wolf companion, do we get Pack Tactics advantage rolls?
Healing in combat in a lot better in 5e but also healing in 5e is more scarce in an adventuring day and especially in combat but also more accessible outside of combat (almost no magic items heal outside of potions and scroll, but short rests are a thing and are a solid heal.)
So I'm a little unsure of how throwing weapons interact with weapon drawing rules. If I'm a fighter with 3 attacks and I have 3 hand axes, can I chuck them all using my attack action? Or am I only allowed 2 throws assuming I already had one drawn?
Technically, *technically*, if you have one drawn already you're going to be able to throw two max.
But honestly, I've yet to run into a DM that cares. If you've got multiple attacks and have broken down to using thrown weapons, you can grab and throw them for each attack, and most weapon sheathing/unsheathing is handwaved. And in the end, it doesn't affect balance in any significant way.
well it does affect balance minorly but i agree it isnt significant
because you can't attack into melee range with a ranged weapon normally, whereas if you are free to just throw daggers or axes or what have you to your hearts content you are both covered for ranged combat and melee without having to spend your turn switching weapons or backing up and incurring an opportunity attack or whatever. but again its very minor
My experience with healing in 5e: Healing Word is good in combat. Everything the Life Cleric does is good all the time. I'll be hitting level 9 Paladin soon, so I'll let you know how good the Aura of Vitality is, though I expect it'll be a bit overkill (in my party anyway).
I thought drawing the weapon could be "part of the attack," whereas you could throw as many javelins or handaxes as you had available (or knock as many arrows with a bow as you had available), with the only exception to this being a crossbow?
New storyline is expected to be announced on Monday. EN World has two preview images some sources received ahead of time: http://www.enworld.org/forum/content.php?3159-New-D-D-Storyline-To-Be-Announced-On-Monday#.VpnPgogrKUk
I'd take their "gothic" bit with a grain of salt, though.
How do your DMs handle lockpicking? My DM only lets our rogue roll once for unlockign something, but it feels like that gimps the rogue. If dnd is supposed to be real life, whats to stop the rogue from just sitting there and trying over and over until he gets it?
This entire bit of the DMG (pg 237) is relevant.
Bloody Hell it will. My Saturday group's lasted nearly a year, and as far as I can tell, that's well past the expiration date as far as groups go. Granted, there are a couple guys in the group I wish would fuck off, but I don't want to ruin a relatively good thing.
It's an interesting question. On the one hand, it does seem like "keep trying" could be an option. On the other hand, I could definitely imagine picking a hard lock being incredibly frustrating and time-consuming, like trying to brute-force a password.
In my game, I make successive attempts take longer and longer. The threat isn't that you'll never open the lock, but that you'll be discovered while doing so.
Has anyone had any experience with Adventure League games?
I had my first one last night, and apart from the two memespouting randoms that myself and a friend got paired with, it was pretty good. Not sure if its really worth paying money for each week, though.
My AL group was just talking about that kind of stuff. Though it's reasonable for DMs to ask for donations to buy miniatures and adventures and such, it is not an AL rule (and it's sorta douchey) for a DM to require their players to pay each week to play AL DnD.
Personally I have been loving the organized play in my area. Everyone gets along pretty well and games run quite smoothly.
Jesus that's highway robbery. Normally I would not suggest this but 6 dollars a week per player is retarded. That DM just wants some free cash at that point. '
One thing you could do is get in contact with all the players and have another player or yourself DM and do it for free. I'm quite positive becoming a registered DM in AL is a pretty simple process.
I wouldn't mind the cost so much, if I had any control over which players we were put with. Two of the group last night wasted so much time cracking stupid jokes, that I swear the DM wanted to slap them.
Paying to play a good DnD game is one thing, but paying to listen to some memer practice his comedy routine for five hours, is another.
That's true unless you are playing a campaign like OotA and PotA. But starting next season all content must be purchased by the store or by the DM. Which is why one of my groups was talking about a donation system for next season.
I play in two separate store venues and both are very free. The stores easily make money off players who buy miniatures, books, and other things. Even if that scenario was the case though, 6 dollars a session is insane. That's over 300 dollars a year to play.
Luckily, starting next session, at home AL games are a legal thing as long as everything and everyone is properly registered.
I may be wrong but I think the highest to hit bonus is 14 which is on CR 16 and higher creatures. An ac 24 should be solid until you get into high lvl play. After that point no amount of AC will truly keep you safe.
Overall your bladesinger should be solid. Just be sure to avoid melee when at all possible, since you are ultimately still a wizard.
Yeah. That's bad for you and much worse for the store unless their are the ones pocketing the money. If they are, your sol unless you find a new AL group or make one yourself. If it's just the guy pocketing money, talk to the store about it and see if they can help out in any way. I'm assuming it's a gaming store so usually they will try to help with stuff like this. At worst they will try to help because him taking the money steals from their potential profit from player purchases.
Bladesingers get into melee twice a day, for two minutes. The rest of the time, they should be as far away as possible, throwing fireballs at shit.
Okay, here's some of my thoughts in the form of advice. The names aren't actually awful it makes me think the dragon is a food lover and a philanderer. He travels around in shapeshifted form, exploring the local delicacies, and a year or so later he comes back. Some of his adopted children aren't actually adopted. The kids names should have nicknames or otherwise be something you can say with a straight face like Skoos and Getty. I'd suggest Chini, for fettucini. The whole thing with the castle in the demonic invasion sounds pretty fucking flat. I will suggest a devil plots to poison the dragon by hiring a succubus to seduce and feed him a demonic concoction. Then the devil offers to take care of demon problem for the children, many of whom have dragon blood. Maybe yours doesn't, but many of your siblings do. They could be quite valuable in the future.
Yes. People over blow your d6 hit dice. Go into melee as much as you want and use your spells to buff yourself. Just keep in mind that if you actually manage to get yourself hit, it's gonna hurt. When you get down to half hp, that's a good time to sheathe your sword and switch on your wizard cap.
Not exactly but I understand how one could see it that way. Bladesingers are wizards who have learned to infuse magic into a unique martial fighting style they have. With this they are much better in martial combat but between it's limited uses and the wizards natural frailty, it's more to be used as a last line of self defense rather than a reason to fling yourself into melee combat. Besides, magic cast from afar will always be a wizards best friend.
Guys I'm making a gun-slinging archetype for the ranger, it's based on big game hunters(the stereotypical English kind), but I'm having troubles naming it since there is already the official archetype named "Hunter". any ideas? or should I just give up and call it "Trophy hunter" or "Big game hunter"?
Also I had in mind giving it an animal companion(to get the whole hunter/hunting dog combo) but after a while of playing with my options I think it ended up being 2 archetypes in one. Should I try to fix it, keep it as a simple ribbon(in the "yeah you get a cute pet that can maybe fetch shit for you" sense) or drop it altogether.
Longsword or greatsword for a Paladian with a mace as his back up / a battleaxe and maul for the fighter (maul is main and battleaxe is for when you need one hand free to hold something)
I tried to make Ront slightly more interesting by basically giving him Orc PTSD and a crisis of faith with all the bad shit that keeps happening convinving him that Grummsh has abandoned him for his cowardice.
Also I've rolled on the lingering injury table for him twice now, and he's lost a leg and an eye. So I've decided I'm going to slowly turn him into a pirate.
You won't always be able to fling around fireballs, and some enemies respond much better to a sword to the face, then to save spells (such as any boss that can choose to save at will).
Especially if you're fighting in close quarters, where your spells would get your allies killed, or if you get bum rushed by enemies. Its a great back up to have.
>Some meatheaded fucktard with resistance to magic is running at you with a spear
>Start doing your fancy dance, and ignore any damage he does to you, while you cut him into jiggling cubes of jelly
>Try to cast a spell at him
>He resists it, or the damage doesn't kill him
>He stabs you in your weak tiny babbey chest, and you scream and bleed to death
My personal favorite npc is my flumph. He doesn't do much but hijacking party members telepathic communications is pretty cool. Also our stool just became a BAMF. He wields swords make from umber hulk mandibles and apparently is part monk. Idk how this happened but I love it.
Now one thing that will be interesting to see develop is our newest npc... a gelatinous cube that can talk telepathically and does not mindlessly eat people.
best mechanically is polearm with polearm master or (dual wielding but they don't get the fighting style), because paladins like having that one extra attack for smite and improved smite
but they're all pretty even
If a rangers Hunter's Mark dealt +1d12 damage at level 15, and they had little else offensive ability from that archetype, would that be competitive with the hunter archetype? I'm mostly looking at the 1d8 damage on wounded enemies but I don't know how much the other features add up to.
>party fighting 2 stone golems
>we only have a single magic weapon
>"hey, dropping a weapon is a free action, right?"
>"And you can pick it up for free too"
>spend then next 6 rounds passing the weapon around
I mean, the imagery was fun in the first round, but it kinda got silly after the 4th time the magic axe went around.
Dropping an object is actually in a gray area that isn't covered explicitly by any rules. "Dropping a weapon is a free action" is part of 3.5e's more complex action economy that a lot of DMs use out of habit ("I drop my weapon so I can unsheathe a different one without wasting my entire turn" is, in my experience, a common thing in 3.5e).
I would applaud their ingenuity, maybe even reward a new magic weapon after combat, but also I would prevent then from doing it again. Probably a terrain hazard or an enemy steals the weapon on their turn.
Is this barbarian archetype shit? (Aside from the fact that it's not bear totem of course)
>3rd level: Rage damage bonus to thrown and improvised thrown weapons, proficiency in improvised weapons, improvised weapons gain the throwing 30/60 quality and deal 1d8 damage when thrown
>6th level: When grappling a creature, you can use one of your attack to throw it; works like Catapult spell, deals 3d8 damage to both creatures and knocks thrown creature prone. Double damage to thrown creature if it hits a wall.
>10th level: ???
>14th level: Massive boost to carry weight while raging; improvised thrown weapons deal an additional 1d8 damage for every 100 (or maybe 50?) pounds of weight
How would I build a fightmans who uses the power of fist that isn't a monk? I want to build a wealthy boxer/tavern brawler type and the whole ki shit seems a bit too much to just fluff away, yet alone some of the higher level abilities.
I'm not very knowledgeable about D&D and the party I'm in seems kind of trending towards optimized builds?- So I'm at a loss about what to do.
>flipping through the dmg for the 1000th time in a row
>this picture cracking me up again
idk what it is about the skeleton and the Nightmare but it's just funny. What's his story anyway?
RAW: Barbarian with tavern brawler.
If you have a flexible DM: ask if instead of a normal fighting style you can take one that gives you monk unarmed strike progression and the ability to make one unarmed strike as a bonus action when you take the Attack action.
Open hand is pretty mundane, and you can just fluff his Ki points as grit or panache or luck or stamina, or some combination of those.
You could also just grab tavern brawler, or only dip monk for Fighter. Fighter with Monk dip still gets more fist attacks than monk, amusingly enough.
Basically. He's pretty much the closest thing you'll find in DnD, that resembles Catholic/Christian values.
He's definitely my favourite diety in Forgotten Realms. My Monk is currently trying to retrieve a relic of his, from the BBEG.
The only thing I would say about this fighting style, is that it seriously undermines the entire point of Monks.
Especially how they actually fight. They aren't doing damage just with their fists alone; they're using their mastery of their ki to strengthen their bodies, and deliver strong blows to enemies, by impacting their ki when they strike.
Its not just as simple as punching shit.
I'm gonna roll up a Monkess of the Sun Cunt.
Ok heres my last try
A nearby homeless man walks away from magical accident with more than just 2nd hand gear...
Or, the Human hobo rat catching sorcerer, lvl 1
>his parents were commoners, became homeless a few years after he was born
>middle aged now, mom died young and dad ~ 15 years later. veteran bum at this point
Early on he began hunting rats for tails [SLING], became pretty decent, eventually fancied himself an employed man. He could also sometimes even get some copper out of selling the meat to the decidedly more nefarious characters within his sphere of influence.
He knows his town, the underside especially. In a place of relative saftey, when the dad realized he would die from an illness, gave his son his inheritance: a secret spot, a lockbox (of sorts) that had been created when his parent first lived in the streets.
Now there are many hobo stashes around that might be called secret, but the word usually leaks out somehow and a nice spot is only rather momentarily forgotten by the many denizens of the homeless world and cannot be used for long or without risk. But over some long years, and with many dangerous trade offs of sockfulls of coppers for silver pieces, and even a few golds ! , the ratman managed to shuffle his meager resources around from stash to progressively more uptown stash where he amassed a slightly dispersed cache of savings.
An old friend of his, 7 years his senior, held a couple nice shivs of his [2 DAGGERS], although he used some disposable models for his daily trade. He had a few useful things in various spots, and a few people were indebted to him in some way [GOOD] - people who could get things for him if he was in need [starting gear]. But the real stash was safe in his inheritance [10GP or however much]. he was careful to only deposit under the safest of conditions to ensure it was absolutely secure.
>good life going
He's in the alleys, hunting rats, when a large magical blast blows through the wall/windows in front of him.
>gets a face full of magical question marks
>chaos, town guard, he bolts
>feels different, lucky in some way, isnt harmed
>many bums recognized him leaving the scene of comotion
>police asking questions, answers slowly leading towards him
this guy is not going down for something he had nothing to do with, and with an uncanny feeling of intuition he drains the cashbox, calls in his favors (holding the cash) and leaves town. Things are looking up....
I want to use/discover his powers kindof sequentially and develop the character as we progress. He gets even better with his weapons [TRUE SHOT], and eventually gets in deep shit and does a WITCH BOLT on accident. Then his growing suspicions are confirmed and he realizes something magical happened to him back in that alley.
Ideas for other spells or gear or whatever? I was thinking after the first witch bolt he could insist that if he hung around and tried to feel hard enough he c
Jimjar was great.
I hated when he died because of some asshole ghosts.
Stool has become death, destroyer of worlds inmy table, he developed the stun spores thing and he is super lucky with the rolls. Also, he is cute.
Shustaar is great and eldeth is a bro-sistah.
Derendil is my BFF.
Levels don't work that way. You can start at level 3 or level 5 or level 7 and be on your first adventure. Level 3 especially.
Both wild mage and storm sorcerer really only work with their features when you're practically hugging the enemy. wild mage actually has some features that are useful for long range bombardment, but storm sorcery is just plain hug them already.
A sorcerer has to have 12 Constitution, and be level 3, in order to have a chance to blow up but not die outright. Or level 2 and 16 Con or fire resistance. Pull pin and throw at enemy.
Or maybe they only surge during stressful situations, but they always surge in stressful situations. So when they were practicing they never had a mishap.
>I can't imagine what that would be though. What could they have that the demon doesn't?
I think anon means that the anti-paladin has something on the demon rather than the party.
You get bonuses to skill checks, but only against one enemy type. And you know one additional language. And when you use the survival skill to track enemies, you learn information that should already be available for success on the skill check. But only in one terrain. Also, unlike every other class in the game, you get nothing to do with combat.
Agree on durable. Tough is worse than durable.
First, + 2 con. It gives you +1 max hp per level, +1 HP each time you spend a Hit Die and +1 to your saving throws against things like poison, cold, necrotic, os dying outright. Con checks are rare but there's that too. You have hit die equal to your level so if you spend them all, it gives +2 hp per level.
Tough gives 2 hp per level. This is obviously worse than Con, unless you don't spend hit dice.
Durable still gives +1 Can, so it only has to be half as good. How good is it? It depends on your stat, so you have to have 20 Con. Let's be upfront about that. Then it's worth 1.66 hp per level if you have a d6 hit die, 1.25 hp per level on a d8, 1 hp per level on a d10, or 0.83 hp per level on a d12. (As a bonus, it'd be 3.33 on the 2d6 hit die from UA.) You have to spend your hit die to use it.
Both worse than con. Maximum benefit about 30 HP in a day. Just take Healer.
If you were the rewrite the Ranger from the ground up, what would be the thing that set it apart it from dex fighter or rogue builds?
Because that's the problem with the way it's currently written, I think. It's trying so hard to not be just a fighter by tacking on other random bullshit, but it doesn't work because the core idea isn't there.
It needs a mechanical gimmick. It's got the flavor part down reasonably well (wilderness guardian, bounty hunter, etc), though there is some overlap due to the outlander theme now, but the ranger needs a mechanical identity that isn't just fluffy mechanics that come up once in a blue moon.
If I was to do it, I'd rework hunter's mark into a class feature and then emphasize multiple attacks, at an earlier level than a fighter but with a more strict weapon selection to fully utilize them (dual wield, ranged).